Territory

Please help with verifying or updating this section. It was last verified for version 1.24.

Creating a custom nation begins by selecting a capital province. Thereafter, additional provinces may be added. No province may be more than 200 distance from "home provinces", these being defined as provinces with a land connection to the capital. All provinces within 400 distance of starting provinces are explored.

Cost

Province cost is calculated as follows:

20 points for a capital in the HRE.

0.5 points per development, modified by terrain type, and multiplied by 1.2 if the capital is in the HRE.

3 points per base production for gold-producing provinces.

Some provinces cost more. These are provinces with special province modifiers, such as center of trade. The additional cost is given explicitly, not by a formula.

Any provincial trade power modifier is added directly (+20 for Sjælland Sound Toll, +10 for Estuaries, Important Natural Harbors, and Bosphorous Sound Toll)

Government

Please help with verifying or updating this section. It was last verified for version 1.24.

Ruler

The ruler and heir may be customized. With Rights of Man, a consort may be customized as well.

One common strategy for minimizing point cost while maximizing ruler skills is to make the heir (and consort) very unskilled with bad personality traits, and disinherit the heir or hope both the heir and consort die naturally before the ruler dies. If done correctly, the player can have a 6/6/6 ruler costing 36 points be nearly totally offset by a -24 point heir and -3 point consort. This results in an effective cost of 9 for the ruler, which is the same cost as having a 3/3/3 ruler of the same age with no heir or consort.

Consort Cost

For consorts, age does not matter. However, a consort's total point cost is multiplied by a factor of 0.25, including any personality traits.

Thus, based only on skills, the consort may cost anywhere from -3 (0/0/0) to 6 (6/6/6) points.

Government

Starting government type may be selected from a fixed list. The list has all the government types that aren't unlocked with technologies. Some of them cost points and others have requirements like a specific religion or technology group. Government rank also factors into the cost, with ranks 1, 2, and 3 costing 0, 10, and 40 points respectively.

Available governments

Name

Type

Cost

Other requirements

Despotic Monarchy

0 points

Feudal Monarchy

0 points

Merchant Republic

40 points

Oligarchic Republic

0 points

Noble Republic

10 points

Theocracy

0 points

Steppe Horde

0 points

Nomad tech group

Tribal Despotism

0 points

Tribal Kingdom

0 points

Tribal Federation

0 points

Tribal Democracy

0 points

Native Council

0 points

Must be North American tech, capital must be in one of the following region: Northern America, Northeastern America, Thirteen colonies, Eastern America, Western America, Northwestern America, Great Plains, Mississippi region

Elective Monarchy

10 points

requires Res Publica DLC

Ambrosian Republic

10 points

Dutch Republic

40 points

requires Res Publica DLC

Iqta

10 points

Must be Sunni, Shia, or Ibadi

Daimyo

0 points

Must be Chinese tech, Japanese culture, and capital must be in the Japanese region

Shogunate

50 points

Must be Chinese tech, Japanese culture, and capital must be in the Japanese region

Ottoman Government

20 points

Must be Muslim religion group

Prussian Government

100 points

Technology group

Any technology group may be chosen, and will determine the nation's starting institutions and technology level (1-3). Every technology group costs 0 nation designer points if within the old world, however all non-native tech groups cost 75 nation designer points within the new world. Note: A nation's revealed map at game start will include the continent of their capital and the home continent of their technology group. For example, a custom nation with its capital in North America and Western Tech would start with North America and Europe explored. Keep in mind that province discovery is slowly shared across tech groups so be careful about taking Western/etc tech group as a New World country and giving Europe free exploration.

Continent

Baseline

Technology Cost Modifier

Europe

Western

+0%

Africa

Muslim

+0%

Asia

Muslim

+0%

North America

Mesoamerican

+0%

South America

South American

+0%

Oceania

South American

+0%

Other

Culture: Any culture may be chosen. The capital will be of the chosen culture, but any other provinces, that do not have the original culture of your chosen capital, will have their default culture (even those uncolonized by default). There is no cost.

Religion: Any religion may be chosen. All provinces will be of the national religion at game start. There is no cost.

Map Graphics: Affects unit models and building icons and may be selected independent of technology group. This is purely cosmetic.

Ideas

Please help with verifying or updating this section. It was last verified for version 1.24.

Ten bonuses must be chosen: two for Traditions, seven for progress, and one for Ambition.

If more than 50% of the total idea "levels" come from a single category (, , ), the point cost of all ideas is increased by 5% for each 1% share over 50%. These are not the actual idea levels, but rather 10 * level / maximum level.

Early ideas are more expensive:

Slot

Cost multiplier

Traditions

2.0

Idea 1

2.0

Idea 2

1.8

Idea 3

1.6

Idea 4

1.4

Idea 5

1.2

Idea 6

1.0

Idea 7

1.0

Ambitions

1.0

List

Please help with verifying or updating this section. It was last verified for version 1.28.

Bonus

Per level

Category

1

2

3

4

← Cost

Administrative Efficiency

+5.0%

15

60

Female Advisor Chance

+10.0%

0

Administrative Technology Cost

−10.0%

30

Administrative Technology Cost

−5.0%

0

20

Autonomy Change Cooldown

−10.0%

0

3

9

18

Caravan Power

+10.0%

0

3

9

18

Church Power

+10.0%

0

3

9

18

Construction Time

−10.0%

0

3

9

18

Institution Embracement Cost

−10.0%

0

3

9

18

Institution Spread

+10.0%

0

3

9

18

Institution Spread in True Faith Provinces

+10.0%

0

3

9

18

Maximum Absolutism

+5

0

5

15

30

Monarch Administrative Skill

+1

60

Monthly Fervor

+1

0

3

9

18

Number of States

+3

0

5

15

30

Religious Harmonization Speed

+10.0%

0

10

State Maintenance

−10.0%

0

3

9

18

Yearly Absolutism

+0.50

15

60

Yearly Corruption

−0.05

0

3

9

18

Yearly Harmony Increase

+0.25

0

5

Yearly Meritocracy

+0.50

0

15

National Tax Modifier

+5.0%

0

3

9

18

Production Efficiency

+5.0%

0

3

9

18

National Unrest

−0.50

0

3

9

18

Stability Cost Modifier

−5.0%

0

3

9

18

Missionaries

+1

15

50

Yearly Inflation Reduction

−0.05

0

5

15

30

Reduce Inflation Cost

−5.0%

0

3

9

18

Interest per annum

−0.50

5

30

Construction Cost

−5.0%

0

5

15

30

Development Cost

−10.0%

5

30

Missionary Strength

+0.5%

0

5

15

30

Yearly Prestige

+0.50

0

5

15

30

Prestige Decay

−0.5%

0

5

15

30

Yearly Legitimacy

+0.50

0

15

Yearly Horde Unity

+0.50

0

15

Yearly Devotion

+0.50

0

15

Yearly Republican Tradition

0.50

30

140

Technology Cost

−5.0%

5

30

Idea Cost

−5.0%

3

18

Advisor Costs

−5.0%

0

3

9

18

Administrative Advisor Costs

−10.0%

30

Possible Advisors

+1

5

30

Tolerance of the True Faith

+1

3

18

Tolerance of Heretics

+1

3

18

Tolerance of Heathens

+1

3

18

Chance of new heir

+25.0%

0

3

9

18

Hostile Core-Creation Cost on us

+15.0%

0

5

15

30

Core-Creation Cost

−5.0%

0

5

15

30

Income from Vassals

+5.0%

0

3

9

18

Religious Unity

+5.0%

0

3

9

18

Monthly Autonomy Change

−0.05

5

30

Imperial Authority

+10.0%

5

30

Administrative free policies

+1

30

Administrative possible policies

+1

30

Goods Produced Modifier

+5.0%

0

5

15

30

Years of Separatism

−5

5

30

Automatically Discover Adjacent When a Colony is Built

YES

0

May Establish Siberian Frontiers

YES

200

Chance to Capture Enemy Ships

+10.0%

0

3

9

18

Diplomatic Technology Cost

−10.0%

30

Diplomatic Technology Cost

−5.0%

0

20

Domestic Trade Power

+5.0%

0

3

9

18

Envoy Travel Time

−10.0%

0

3

9

18

Global Naval Engagement

+5.0%

0

3

9

18

Improve Relations

+5.0%

0

3

9

18

Liberty desire from subject development

−0.10%

0

3

9

18

Liberty desire in same continent subjects

−10.0%

0

10

Liberty Desire in Subjects

−5.0%

0

3

9

18

Merchant Trade Power

+5

0

10

Migration Cooldown

−10.0%

0

3

9

18

Monarch Diplomatic Skill

+1

60

Morale Hit When Losing a Ship

−10.0%

0

3

9

18

Native Assimilation

+15.0%

0

3

9

18

Native Uprising Chance

-25.0%

0

3

9

18

Naval Attrition

−10.0%

0

3

9

18

Province Warscore Cost

−10.0%

0

20

Rebel Support Efficiency

+20.0%

0

3

9

18

Recover Navy Morale Speed

+5.0%

0

3

9

18

Ship Trade Power

+10.0%

0

3

9

18

Trade Power Abroad

+5.0%

0

3

9

18

Trade Range

+20.0%

0

3

9

18

Unjustified Demands

−10.0%

0

3

9

18

Warscore Cost vs Other Religions

−12.5%

5

15

War Taxes Cost

−10.0%

0

3

9

18

Yearly Papal Influence

+1

0

20

Max Promoted Cultures

+1

0

5

15

30

Culture Conversion Cost

−5.0%

0

3

9

18

Morale of Navies

+5.0%

0

5

15

30

Trade Efficiency

+5.0%

0

5

15

30

Global Trade Power

+5.0%

0

3

9

18

Provincial Trade Power Modifier

+5.0%

0

3

9

18

Trade Steering

+5.0%

0

3

9

18

Global Tariffs

+5.0%

0

5

15

30

Diplomatic Reputation

+1

5

30

Diplomatic Relations

+1

5

30

Merchants

+1

30

140

Colonists

+1

30

140

Diplomats

+1

30

140

Naval Maintenance Modifier

−5.0%

0

5

15

30

Naval Force Limit Modifier

+7.5%

0

5

15

30

Ship Durability

+5.0%

0

5

15

30

Monthly War Exhaustion

−0.05

5

30

Cost of Reducing War Exhaustion

−5.0%

0

3

9

18

Yearly Navy Tradition

+0.50

0

15

Yearly Navy Tradition Decay

−0.5%

0

15

Naval Tradition From Battles

+50.0%

0

5

Naval Leader Fire

+1

15

50

Naval Leader Shock

+1

15

50

Naval Leader Maneuver

+1

15

50

Spy Network Construction

+10.0%

0

3

9

18

Foreign Spy Detection

+10.0%

0

3

9

18

Shipbuilding Time

−5.0%

0

3

9

18

Blockade Efficiency

+10.0%

0

3

9

18

Embargo Efficiency

+10.0%

0

3

9

18

Prestige from Naval Battles

+25.0%

0

3

9

18

Colonial Range

+10.0%

0

3

9

18

Global Settler Increase

+5

0

5

15

30

Aggressive Expansion Impact

−5.0%

0

5

15

30

Privateer Efficiency

+7.5%

0

3

9

18

Diplomatic Annexation Cost

−5.0%

0

5

15

30

Heavy Ship Cost

−5.0%

0

5

15

30

Light Ship Cost

−5.0%

0

3

9

18

Galley Cost

−5.0%

0

3

9

18

Transport Cost

−5.0%

0

3

9

18

Heavy Ship Combat Ability

+5.0%

0

5

15

30

Light Ship Combat Ability

+5.0%

0

3

9

18

Galley Combat Ability

+5.0%

0

3

9

18

Diplomatic free policies

+1

30

Diplomatic possible policies

+1

30

National Sailors Modifier

+10.0%

0

5

15

30

Sailor Recovery Speed

+5%

0

5

15

30

May Raid Coasts

YES

20

Diplomatic Advisor Costs

−10.0%

30

Possible Condottieri

+25.0%

0

3

9

18

Army Tradition from Battles

+50.0%

0

5

Artillery Bonus vs Fort

+1

3

10

Artillery Damage from Back Row

+5.0%

0

5

15

30

Blockade Impact on Siege

+1

5

Cavalry Flanking Ability

+25.0%

0

10

Cavalry to Infantry Ratio

+15.0%

0

3

9

18

Fire Damage Received

−5.0%

0

5

15

30

Fort Maintenance

−5.0%

0

3

9

18

Fort Maintenance on Border with Rival

−10.0%

0

3

9

18

Garrison Size

+10.0%

0

3

9

18

Harsh Treatment Cost

−10.0%

0

3

9

18

Land Attrition

-10.0%

0

3

9

18

Land Fire Damage

+5.0%

0

5

15

30

Leader(s) Without Upkeep

+1

0

10

Looting Speed

+10.0%

0

3

9

18

Mercenary Discipline

+2.5%

0

5

15

30

Militarization of State

+0.05

0

5

15

30

Military Technology Cost

−5.0%

0

20

Military Technology Cost

−10.0%

30

Military Advisor Cost

−10.0%

30

Monarch Military Skill

+1

60

Movement Speed

+5.0%

0

3

9

18

Recover Army Morale Speed

+5.0%

0

3

9

18

Regiment Costs

−5.0%

0

3

9

18

Reinforce Cost

−5.0%

0

3

9

18

Shock Damage

+5.0%

0

5

15

30

Shock Damage Received

-5.0%

0

5

15

30

Morale of Armies

+5.0%

0

5

15

30

Discipline

+2.5%

0

5

15

30

Land Maintenance Modifier

−5.0%

0

5

15

30

Mercenary Cost

−5.0%

0

3

9

18

Mercenary Maintenance

−10.0%

0

3

9

18

Available Mercenaries

+12.5%

0

3

9

18

Land Force Limit Modifier

+7.5%

0

5

15

30

National Manpower Modifier

+7.5%

0

5

15

30

Manpower Recovery Speed

+5.0%

0

5

15

30

Reinforce Speed

+7.5%

0

5

15

30

Attrition for Enemies

+0.50

0

5

15

30

Yearly Army Tradition

+0.50

0

15

Yearly Army Tradition Decay

−0.5%

0

15

Land Leader Fire

+1

30

140

Land Leader Shock

+1

30

140

Leader Land Maneuver

+1

15

50

Leader Siege

+1

30

140

Recruitment Time

−5.0%

0

3

9

18

Prestige from Land battles

+25.0%

0

3

9

18

Fort Defense

+5.0%

0

3

9

18

Siege Ability

+5.0%

0

5

15

30

Vassal Force Limit Contribution

+50.0%

0

5

15

30

Infantry Combat Ability

+5.0%

0

3

9

18

Cavalry Combat Ability

+5.0%

0

3

9

18

Artillery Combat Ability

+5.0%

0

5

15

30

Infantry Cost

−5.0%

0

3

9

18

Cavalry Cost

−5.0%

0

3

9

18

Artillery Cost

−5.0%

0

3

9

18

Military free policies

+1

30

Military possible policies

+1

30

May Recruit Female Generals

YES

5

Notes

Please help with verifying or updating this section. It was last verified for version 1.28.

Liberty desire from subject development −0.10%

Reduces the liberty desire from development value by 10% (up to 40%). Two examples for a level 3 (-0.30%) idea:

Personalities

There are plenty of traits that can be chosen for a nation's ruler, heir, and consort. They are very important as they can influence events or how nations will see you.

The ruler may have up to 3 customized personality traits. Since the first trait is gained at age 15 and a custom nation's ruler must be at least 20, the first one is guaranteed. The ruler must be 25 (having ruled for 10 years) to gain the second trait. The ruler must be 40 (having ruled for 25 years) to gain the third trait.

The heir may only have 1 customized personality trait, as they have not ruled for 10 or 25 years. However, if the heir is younger than 15, they will have no traits.

Similarly, the consort will always have exactly 1 customized trait, as they are required to be over 15, but have not ruled yet. Additionally, a consort's total point cost is multiplied by a factor of 0.25, including personality traits.

Appearance

The name, adjective, color, and flag of the nation can be customized at no point cost.

Miscellaneous

Please help with verifying or updating this section. It was last verified for version 1.24.

When playing at a later start date, custom nations do not start with any idea groups.

Player-controlled custom nations may take decisions that form nations if they meet the conditions. However, their national ideas do not change even if the decision would normally cause this to happen.

There is a maximum of 75 custom nations.

In the options it's possible to set the custom nation's difficulty. Depending on the difficulty selected the number of points available changes between 50 (very hard) and 800 (very easy).